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GLOW » Added support for drawArrays
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Added support for drawArrays

As Neil Mendoza rightfully pointed out, GLOW only supported drawElements. We’ve now added support for drawArrays. It’s quite simple to do, you just…

var shaderConfig = {
  triangles: 10 * 3
  primitives: GL.POINTS,
  data: {
    // attributes and uniforms

var shader = new GLOW.Shader( shaderConfig );

As you can see the only difference is that you, instead of creating an array of indices, tell the shader the length of the arrays to draw which type of primitive you’d like to draw. As drawArrays doesn’t use indicies like drawElements you’re not limited by the 65535-limit imposed by the Uint16Array used by drawElements.

Another nerdy addition is the GLOW.Elements.offset property that’s been added. This can be used to create animation-like behaviors, moving over the attributes. Please note that you have to keep the GLOW.Elements.length in check, so you don’t run outside the attribute buffers.

We’ve updated the particle thingy we launched some week ago as well as killing some bugs related to cloning textures.

Please pull!